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Editor14 V1.1 - D3D 3D Level Editor


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#1 brett14

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Posted 16 April 2010 - 05:59 PM

Editor14

Sorry people, but it only supports GM8.

[Includes]
-Multi-texturing (16 textures)
-Built in collisions (Handled through a modded version of p3dc.dll)
-Password protection on both the map and your textures
-Support for 32 different types of objects
-Support for every GameMaker 3D primitive except ellipsoid (block, cylinder, cone, wall and floor)
-Lighting support (new screen)
-Triangle Strips (Fan's coming soon)
-Add Ramps (slanted walls with four different vertexes)
-Flip the faces of walls etc.
-Force everything to face up (useful for making floors and twirly stairs). Use this is combination with flip faces to create roofs for your rooms
-Add A Z-increment value (If you please) that will add a constant to the Z of every shape, useful for making ramps (twirling) and stairs (blocky)
-3 Different views, one 2D (for editing) and two 3D ones (for viewing the map in realtime as you edit it)
-All maps can possibly work 100% with culling (if you flip the faces in the correct direction etc.)


NEW SCREEN FROM GAME I'M DEVELOPING (Output map) - Only 768 polys
Lighting enabled, NO FOG (check out screens in links below, same map)
Posted Image
And more from this game, I'm still deving it over the summer
Screen2
Screen3

Old Screen (V1.0)
Posted Image


[Includes, but not functioning]
NOT RECOMMENDED TO USE THE FOLLOWING FEATURES, YOU'LL NEED TO RE-PROGRAM THEM YOURSELVES IN THE EDITABLE EXAMPLE TO MAKE IT WORK
-A [not working very well] terrain system. I wouldn't recommend using it in it's current state. Collisions are not detected on it yet, and it is hard to edit
-A [not working very well] path system, allowing you to make 3D paths. You can currently add path points and that's about all.



Download the .zip file here, HOWEVER also download the below link and replace the exe: Download
Replace the exe in the download above with this one, to fix a major error: Download Fixed EXE 1.1
Also Check out: GameDev Studio
To make your own texture packs, you'll need this. Place the .gmk in the same folder as Editor14 is extracted to, and run it in GM8. Texture Packer Link
If you use this to make a map, CREDIT is REQUIRED to Brett Binnersley (AKA: Brett14).




Please leave feedback if you use it ---> The more error reports I get the better I will be able to make it. Also please leave requests (that are not in the coming soon section), because this will also make it easier for everybody to use.
Thanks
~~Brett14;



Credits:
Brett Binnersley (AKA: Brett14) -> Making Editor14 and P3DC.dll
Samuel Hanson (Hanson) -> Making Modmodcollisions, P3DC.dll wouldn't have been possible without this
Thomas Moller -> 3D Collision code
Icuurd12b42 -> Making GMBinfile, Editor14 uses this to save the maps, and I integrated some of it's code into P3DC to load the maps. GMBinfile is NOT required to load maps, just to save them.

Edited by brett14, 14 March 2012 - 03:35 AM.

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#2 Brother156

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Posted 16 April 2010 - 07:24 PM

haven't tried it yet, but it looks promising. I will edit when I get arround to testing it.

#3 Brother156

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Posted 16 April 2010 - 07:29 PM

haven't tried it yet, but it looks promising. I will edit when I get arround to testing it.

EDIT:
Wow, this works great! I haven't tried to load it in GM yet, but I will in a minute. It is easy to use, but it would be better if I could change the size of the different views.

EDIT2:
Oh! Sorry, somehow I posted twice! But I editing again to tell you a small glitch:

___________________________________________
ERROR in
action number 1
of Mouse Event for Left Released
for object obj_selecttex:

Error in code at line 5:
str=str+"Tex"+string(i+1)+": "+global.back_name[i]+"|"
^
at position 40: Unknown variable back_name or array index out of bounds

I got it when I clicked the "Select Texture" button... So I can't really use any textures...

Edited by Brother156, 16 April 2010 - 07:39 PM.


#4 brett14

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Posted 16 April 2010 - 07:39 PM

I'll try to add that, currently the resolution and screen sizes are fixed. Thanks for the comment. To see the map loaded into a game, try the example included (.gmk)

[EDIT]
Thats a major easy to fix glitch... Can't beleive i didn't quickly test that ^_^
I'll fix that asap, thanks. It was a glitch on my part, i acidently went texturename[0]=name, instead of texturename[i]

Edited by brett14, 16 April 2010 - 07:47 PM.

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#5 Brother156

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Posted 16 April 2010 - 07:56 PM

Ok, I tried the example, and it ran really nice. But at some points my fps dropped if i looked at a figure with may polygons.

#6 brett14

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Posted 16 April 2010 - 07:59 PM

Okay, fixed the download link (well follow the other download link, and replace the exe)

But at some points my fps dropped if i looked at a figure with may polygons.

What did it drop to? Uncap the fps, and please tell me your average, thanks.

Edited by brett14, 16 April 2010 - 08:01 PM.

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#7 Brother156

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Posted 16 April 2010 - 08:08 PM

If I remember correctly, it was around 150 or so...
But I just tried to use the texture packer and it failed miserably. It just froze and I can't even close it :GM064:
But I'm sure I could use Task Manger to take care of it :D
I wonder why it's not working?

EDIT:
What??? The editor isn't working either! ANd for some reason I have 94 Chrome tasks open... But only one Chrome window... ^_^

And I just tried to run another GM game and it didn't work... I better restart my computer. lol.
I might not be able to respond for a couple minutes.

Edited by Brother156, 16 April 2010 - 08:11 PM.


#8 brett14

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Posted 16 April 2010 - 08:21 PM

The texture packer seems to work fine on my computer, try it again after. I'll test it on my other computer to see if it works fine.

Also, 150fps isn't a bad framerate, it's actually quite good. I'm still going to make more optimizations though as speed with a GM engine means almost everything.

Edited by brett14, 16 April 2010 - 08:27 PM.

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#9 slayer 64

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Posted 16 April 2010 - 08:27 PM

oh my...
my screen resolution is 1280x720. the editor window is too tall for my computer. this causes the mouse to hover over buttons incorrectly and the bottom 3d view to overlap.

http://img202.images...81/screenrb.jpg

the ZMax box should light up when i hover over it like all the other buttons, and have a blinking line so i know when i'm typing in it.
the little comment boxes need to be like 16 pixels to the right of the mouse so i can read them. you should go back and re write some of them, this comment box should be talking about the bottom 3d view, not the top.

http://img227.images...41/screen2p.jpg

i got stuck between a ramp and ceiling in one of the examples.

http://img219.images...623/scren3v.jpg

that's all the glitches i could find in 5 minutes. i didn't see any way to select and delete objects in the editor, you should add a way or put some info in the help.
pretty nice editor, nothing lagged for me.
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#10 brett14

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Posted 16 April 2010 - 08:34 PM

@slayer64

#1 - In the next version I'm planning on adding 3 different screen sizes (instead of 1) and GM7 support because the more people it supports the better.
#2 - Fixed the comment - easy fix, it was a very minor glitch
#3 - As for getting stuck In the roof looks like I'm going to have to rewrite the collision code, shouldn't be too hard (On the gml side, not the dll)

And for selecting objects ATM you can't, sorry. I plan on adding support soon though.

Edited by brett14, 16 April 2010 - 08:35 PM.

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#11 Newly Discovered

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Posted 16 April 2010 - 10:34 PM

wow, great job! not only on the editor but the optimization too!
I was very impressed with the editor so far and I cannot wait until you've added more features!
do lights work with this? I tried adding a light on the white block but nothing seems to light up.
Good luck and please, whatever you do, don't give up on this project! GM NEEDS A GOOD FREE 3D LEVEL EDITOR!

oh, a suggestion.
merge all models and textures and output a single model and a single texture.

Edited by Newly Discovered, 17 April 2010 - 12:35 AM.

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#12 brett14

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Posted 17 April 2010 - 02:23 AM

Lights don't work yet however all I need is the code to correctly calculate the normal of a triangle and it'll work. If you can get me this it'll be in right away (I asked it in the 3D questions)

I've already thought of merging all the models and textures but there was a problem... texture repeating. (IE: A wall with a texture stretched 8 times along the X axis). It'd massively increase the poly count if I merged the models, so I decided to use 16 different models and textures. Also it isn't that much slower than drawing 1 model with 1 texture.


[EDIT]
All triangles now have normals that work, thanks to slayer64's help in this topic. So @ Newly Discovered, lighting will work with the next release however they do not work in the current one.
[/EDIT]

Edited by brett14, 17 April 2010 - 03:26 AM.

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#13 W0lfbane

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Posted 28 April 2010 - 06:13 AM

Bump?
Is this still being worked on?

If so, I have found 2 bugs so far:

1- The Raise/Lower button for terrain is un-clickable.
2- In FPS view, if you move off the map, you get pushed to the top of the map, and get stuck, and exiting FPS view and re-entering doesn't reset your position.

This is a really good map editor, but I would like to be able to use it for terrain (more easily)

[edit]
Fail.
Sorry. Didn't fully read the first post:

-A [not working very well] terrain system. I wouldn't recommend using it in it's current state. Collisions are not detected on it yet, and it is hard to edit
-A [not working very well] path system, allowing you to make 3D paths. You can currently add path points and that's about all.

[Coming Soon...]
-Hotkeys for *all* tools
-GM7 support (export as a gm7 compatible map)
-Fix the path support (Finish implementing it)
-Show the direction of the face that you're currently adding
-
-*low priority* fix the terrain, this will be the hardest thing to fix and finish implementing so it is the lowest priority


Sorry about that.
[/edit]

Edited by W0lfbane, 28 April 2010 - 06:40 AM.

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#14 brett14

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Posted 29 April 2010 - 04:09 AM

Yeah, its being worked on slowly. I'm probably going to give out the next version this weekend. Currently the new version (unreleased) has the following new things so expect to see them in the next release.

- Maps now all have normals -> Which means you can use lighting!
- You can now color all the vertexes, allowing for some nice effects. (IE: make one wall green and another blue if you wanted)
- 3 Different resolutions are now included (along with fullscreen) -> Smaller rooms have more compressed buttons
You can now select already placed objects and move/delete them, this allows for much easier manipulation of the maps, and can help you to reduce error
- The textures are now more accurate to each other, and you won't experience as many "rips" in the texture (cut off then starting again). You may experience this if you place 2 single blocks beside each other, or walls that are not a multiple of 16 in every direction.
- You can select already placed objects/walls etc. and move/delete them. This allows you to easily change what you've already done (instead of undo then do it all again)
-Hotkeys for all the shapes
-A few other minor things, most of which will probably go unnoticed

Also there are a bunch of bug fixes.
1- Fixed a major bug with the cones, making it so when you add one every shape added afterward would have screwed up texture co-ordinates
2- Fixed the bug you mentioned about flying into the air
3- Fixed a minor tooltip bug



I'm working on documenting how to do many things in the editor, and how it works as well so that is taking a little bit of time too.


[Edit]
Fixed spelling, and added the fixed bug list
[/Edit]
[Edit2]
I'm pretty sure I've just added gm7 support (have not tested it yet), I'll test it tomorrow but I've have got to go to bed now.
[/EDIT2]

Edited by brett14, 29 April 2010 - 05:02 AM.

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#15 Endorel

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Posted 13 May 2010 - 12:38 AM

Looks great! I tested it but it's messed up on my screen.

#16 brett14

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Posted 13 May 2010 - 01:21 AM

You need a bigger screen (resolution), and also I've released a newer version to a select few testers who I know to test it. It has the option to select a smaller resolution if needed along with a bunch of other things and many bug fixes.

Edited by brett14, 13 May 2010 - 01:23 AM.

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#17 Newly Discovered

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Posted 14 May 2010 - 10:28 AM

I wanted to check something, will there be a d3d export for the maps as a single model?
if there's any way I could export a model and import it into another modeling application, one that renders, like blender for example, I could create great maps and bake ao, lighting, and different uv mapping for better texture support...PLEASE INCLUDE EXPORTING!

Edited by Newly Discovered, 14 May 2010 - 10:28 AM.

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#18 brett14

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Posted 14 May 2010 - 11:47 PM

I could add that, however it would be uv mapped very oddly.
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#19 Newly Discovered

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Posted 15 May 2010 - 04:57 AM

well if I can export it and import into blender, I can re-uv map it if needed.
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#20 Kilin08

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Posted 08 June 2010 - 06:31 AM

Very excellent tool you have here. Besides what was mentioned above, I only have one complaint.
I can't seem to find any "delete" function for primitives that you set down. If it's even in there at all, you should make it more visible. And if not, it's absolutely essential to any map maker.

Since it's not complete, I don't expect a documentation, but some explanation would be nice, such as the aforementioned delete feature (you can't expect me to believe you made your example maps all in one go).

The password protection is troublesome, and I think the editor would be a lot better without. Sure, we don't want players editing our maps with a public tool, but the textures need password protection?

Besides a few quirks here and there, the program is surprisingly solid. The collision engine is seamless for the most part (at least when a good user builds a map), and overall I was pretty impressed with the P3DC DLL.

Good work. And keep it up.

Edited by Kilin08, 08 June 2010 - 06:32 AM.

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